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This game mode challenges players to create, customize, drive, survive and destroy. Players build their ultimate vehicle using a range of parts, weapons and modules and then fight to the death in a race zone of choice. It's a prototype vehicle combat sandbox that's designed for small games of up to 12 players. This mod is also a finalist in the multiplayer category of Make Arma Not War.

Download & Links

Features

- Custom object manipulation system (rotation, snapping, lifting and moving)- Unique and original textures to put a finishing touch on your vehicle- Custom key-binding system that's specific to each vehicle- The ability to save/load your vehicle so you can play with it next time- Earn money from kills that you can then use to purchase higher tier weapons and vehicles- Persistent stats tracking (kills, deaths, mileage etc)- Five uniquely challenging custom race zones (Airfield, Swamp, Downtown, Salt flat & Wasteland)- A total of 8 different weapons, 14 tactical modules and 22 different building parts

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Pretty cool but please include a parameter to stop the forced third person action going on. It interferes with forced first person scripts and makes it unusable!

Hey mate, yep i'll definitely add that to the list. It was a poly-fill for the MANW release as the object manipulation system didn't seem to function 100% in first person. That and some of the audio effects were not working in first person in a vehicle. There are a handful of issues being reported that seem to be related to people trying this with other mods active, so it is definitely helpful if people diagnose it first by turning them off.

This is a really nice idea and put together well! Keep up the good work!

People have very different expectations for what is an "Alpha" I think. Complaining about balance issues right now is like pointing out the sky is blue. It will all be sorted, but right now the focus is padding features out and bug fixing. I'd be curious to know if you were running 0.7.6 or 0.7.7? Overall weapon damage was tweaked in the latter to increase the time-to-kill and i've seen a few of the German servers still running the older version.

As a side note, I found a rather funny comment from someone stating they were disappointed this wasn't "realistic vehicle combat". It can't be stressed enough that this mod isn't for everyone, so if there's something you really don't like no-one is forcing you to play it. At the very least if you are going to leave critical feedback please make it constructive; perhaps even contextualise it a bit if you are reporting an obvious bug.

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People have very different expectations for what is an "Alpha" I think. Complaining about balance issues right now is like pointing out the sky is blue. It will all be sorted, but right now the focus is padding features out and bug fixing. I'd be curious to know if you were running 0.7.6 or 0.7.7? Overall weapon damage was tweaked in the latter to increase the time-to-kill and i've seen a few of the German servers still running the older version.

I know what is alpha, and I know how development works. So no need to tell that to me.

Anyway, we were using 0.7.7.

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It wasn't meant to be condescending, sorry if you took it that way. The impression I got from your first post is that you were suggesting this mod was somehow fundamentally broken because of that one combination. While it may not be balanced perfectly just yet, I can assure you that it's pretty far from being as simple as slapping three lasers on a vehicle.

Admittedly, the tactical laser isn't technically meant as a primary weapon; its main feature is the burn effect it tags vehicles with. The fire status effect does not stack so its intended primarily for being able to damage fast moving or well protected targets. If it's being used as a one-shot kill weapon then for sure it's not fulfilling the aim of its original implementation. Frankly, however, there are a number of options for countering the combination you are talking about and with a bit of experimentation you and others may come across them too.

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Is development still ongoing for this? I have been running a server for it, but there have been no players in a while. I'm sure it would gain more traction if more updates were coming.

Absolutely! The best place to catch updates is if you follow @GetWreckedA3 on Twitter. A new version should be out this month that addresses a number of bugs, improves key binding and customization, plus a few surprises.

Note: All vehicles made in earlier versions are compatible, although it's recommended to save, clear and load the vehicle again before attempting to use it. Vehicles made in v0.8 are not backwards compatible.

Thanks to everyone who has contributed so far by giving their time, ideas and feedback. Progress is already happening on a new race-mode and also expansion onto new maps. ;)

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The only problem i encountered so far is that curved sandbags sometimes load in wrong positions.

Glad you had fun and thanks for the feedback! There are indeed a handful of items that behave like that. The issue is that they never load in a consistent position no matter what location you record for them. Sometimes this is also because with even the slightest amount of server lag the object collides with the source vehicle before it has a chance to disable simulation on it. Static turrets and rpgs/railguns in ground weapon holders are notoriously bad at this. The object shifting on save/load, the ballistics system and some form of starter tutorial are the three major hurdles I currently have to make this game-mode less frustrating for fresh players.